using System;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("HeroXPBar")]
	public class HeroXPBar : PegUIElement
	{
		public ProgressBar m_progressBar => method_3<ProgressBar>("m_progressBar");

		public UberText m_heroLevelText => method_3<UberText>("m_heroLevelText");

		public UberText m_barText => method_3<UberText>("m_barText");

		public GameObject m_simpleFrame => method_3<GameObject>("m_simpleFrame");

		public GameObject m_heroFrame => method_3<GameObject>("m_heroFrame");

		public bool m_isAnimated => method_2<bool>("m_isAnimated");

		public float m_delay => method_2<float>("m_delay");

		public bool m_isOnDeck => method_2<bool>("m_isOnDeck");

		public NetCache.HeroLevel m_heroLevel => method_3<NetCache.HeroLevel>("m_heroLevel");

		public int m_soloLevelLimit => method_2<int>("m_soloLevelLimit");

		public string m_rewardText => method_4("m_rewardText");

		public HeroXPBar(IntPtr address, string className)
			: base(address, className)
		{
		}

		public HeroXPBar(IntPtr address)
			: this(address, "HeroXPBar")
		{
		}

		public new void Awake()
		{
			method_8("Awake");
		}

		public void EmptyLevelUpFunction()
		{
			method_8("EmptyLevelUpFunction");
		}

		public void UpdateDisplay()
		{
			method_8("UpdateDisplay");
		}

		public void AnimateBar(NetCache.HeroLevel.LevelInfo previousLevelInfo, NetCache.HeroLevel.LevelInfo currentLevelInfo)
		{
			method_8("AnimateBar", previousLevelInfo, currentLevelInfo);
		}

		public void SetBarValue(float barValue)
		{
			method_8("SetBarValue", barValue);
		}

		public void SetBarText(string barText)
		{
			method_8("SetBarText", barText);
		}

		public void ShowTooltip()
		{
			method_8("ShowTooltip");
		}

		public void OnProgressBarOver(UIEvent e)
		{
			method_8("OnProgressBarOver", e);
		}

		public void OnProgressBarOut(UIEvent e)
		{
			method_8("OnProgressBarOut", e);
		}
	}
}
